











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 26 / 52% |
| Size | huge |
| Lifes / Deaths | Killed by Burb the snow giant champion at level 26 on the 2nd Decay 122nd year of Ascendancy at 06:27 / 1 |
Primary Stats
| Strength | 53 (base 34) |
| Dexterity | 82 (base 57) |
| Constitution | 21 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 49 (base 29) |
Resources
| Life | -84/768 |
| Mana | 160/280 |
| Stamina | 5/220 |
| Steam | 100/100 |
| Healing Factor | 1.344804467222 |
| Regeneration | 30.728782076023 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 33.294708266768 |
| See Invisible | 39.294708266768 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 63 |
| Crit Chance | 25% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 63 |
| Crit Chance | 39% |
| APR | 32 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Fire | +8% |
| Cold | +11% |
| Physical | +21% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +35% |
| Light | +30% |
| Blight | +30% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 53 (89.007671158813%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 2.6899726700218 |
| Physical Save | 41 |
| Spell Save | 18 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 34%( 70%) |
| All | 0%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 6%( 70%) |
| Physical | + 21%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 243 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 51%. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 233.54 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Elebremina the giant carpenter ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Scaldbutcher' (0 def, 7 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 4 fire Changes stats: +5 Str / +5 Con Changes resistances: +6% lightning / +18% fire Changes resistances penetration: +10% lightning Changes damage: +7% physical Physical save: +9 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Life regen: +3.00 Infravision radius: +2 Healing mod.: +13% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Skyknight the pouch of dwarven-steel shots (15/16, 153% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 153% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 16 On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +16 blight / +20 lightning Damage (radius 2) on crit: +20 blight Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Hurysus'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Con Changes resistances: +5% arcane / +9% blight Mental save: +3 (+1 eff.) Life regen: +2.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Emybeth (20 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +10 Defense: +20 (+4 eff.) Fatigue: +4% Changes stats: +2 Str / +5 Dex / +6 Cun Changes resistances: +15% darkness Mental save: +9 (+4 eff.) Maximum stamina: +30.00 Light radius: +3 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Xeruminor (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Fatigue: +3% Changes resistances: +3% fire Talent granted: +3 Iron Grip Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +105% Teleport immunity: +20% Only die when reaching: -60.00 life Maximum life: +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Chamantir (dig speed 16 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +30 (+6 eff.) Changes stats: +2 Str Changes resistances: +6% nature / +6% fire Changes damage: +5% mind / +8% fire Mental save: +9 (+4 eff.) Life regen: +4.00 Hate when firing a critical mind attack: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +30% Mindpower: +9 (+5 eff.) Rings make your fingers look great! |
| On fingers | steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
| Around neck | copper amulet 'Nydunakhad'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +3% cold / +6% physical Pinning immunity: +20% Stamina each turn: +0.30 Amulets make your neck look great! |
| In main hand | Pyreschism the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +16.0% Attack speed: 100% Firing range: +8 Damage (Ranged): +7 acid / +8 cold / +8 fire Damage (radius 2) on crit: +8 fire When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +10% fire Changes damage: +11% acid / +14% physical / +11% cold Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Knockback immunity: +10% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Cyraminne =2m=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Str / +2 Mag / +5 Con Changes resistances: +15% cold / +9% nature / +3% light Physical save: +8 (+3 eff.) Spell save: +9 (+5 eff.) See invisible: +6 Size category: +1 A belt that goes around your waist. |
| In off hand | Swordbreaker (129% power, 32 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +32 Crit. chance: +27.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Tilin the cashmere cloak (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +7 Defense: +2 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +30% lightning / +2% physical / +10% cold Critical mult.: +20.00% Stun/Freeze immunity: +50% Maximum life: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lustrebliss (9 def, 17 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Armour Hardiness: +20% Defense: +9 (+1 eff.) Fatigue: +11% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +14% fire / +3% light / +13% physical Changes resistances penetration: +5% blight / +5% light Life regen: +11.60 Stamina each turn: +1.00 Maximum life: +39.00 Light radius: +2 Healing mod.: +12% A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 107% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 100% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.steam generator implant of the titan (steam 6) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shatter afflictions rune of the titan (absorb 43; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.Ashream the copper amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +24% fire Changes resistances penetration: +25% fire Changes damage: +7% blight / +19% fire / +6% light Critical mult.: +12.00% Spellpower: +6 (+6 eff.) Amulets make your neck look great! |
copper amulet 'Getolen'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag / +1 Wil / +1 Cun Mana each turn: +0.13 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Infravision radius: +3 See invisible: +9 Amulets make your neck look great! |
CinderspawnInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Dex / +6 Wil / +1 Cun / +2 Con Changes resistances: +12% fire Mental save: +8 (+4 eff.) Rings make your fingers look great! |
Daimoduldir the BolttaintInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +26% acid / +12% lightning Changes resistances penetration: +25% fire Changes damage: +13% acid / +15% cold / +9% lightning Rings make your fingers look great! |
copper ring 'Glintprophet'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +3 Con Changes resistances: +3% mind Changes resistances penetration: +10% light Changes damage: +9% light / +3% nature Physical save: +6 (+2 eff.) Light radius: +1 Rings make your fingers look great! |
gold ring 'Layovena'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +10 Armour: +4 Defense: +11 (+2 eff.) Changes stats: +2 Str / +6 Dex / +9 Cun Maximum hate: +4.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 136% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Bleakoath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 17 light Damage (Ranged): 10 light Damage when hit (Melee): 8 acid Changes stats: +3 Mag Changes resistances: +12% acid / +3% darkness Changes resistances penetration: +15% acid Changes damage: +3% acid / +12% light / +6% darkness Rings make your fingers look great! |
Umbral Razor (129% power, 10 apr) =4m=Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 49.40 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Haredig the MorningboneCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% cold Changes resistances penetration: +15% light Changes damage: +6% acid / +6% cold / +6% light Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Frigidresolve (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Damage when hit (Melee): 2 cold Changes stats: +3 Mag / +3 Wil Changes resistances: +12% blight / +15% darkness Changes resistances penetration: +8% darkness Changes damage: +11% darkness / +6% cold Stealth bonus: +11 Spell save: +6 (+4 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ravensun (7 def, 0 armour) =7cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Changes stats: +7 Cun Changes resistances penetration: +5% darkness Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Maximum hate: +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepssear (0 def, 0 armour) =8m=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +8 Mag / +3 Wil / +2 Cun Changes resistances: +7% all Changes resistances penetration: +10% blight / +10% darkness / +5% arcane Changes damage: +8% light / +7% darkness Spellpower: +6 (+6 eff.) Spell crit. chance: +6% Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +13% acid / +12% physical / +15% fire / +13% cold / +11% all Changes damage: +9% acid / +10% temporal / +12% fire / +13% cold / +5% arcane / +14% physical Talent cooldown: Refit Golem (-3 turns) Maximum mana: +12.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cuthagarak the Eclipseimmortal (0 def, 2 armour) =6m=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 3 cold / 5 lightning Changes stats: +5 Str / +3 Dex / +6 Mag / +2 Wil / +3 Cun Changes resistances: +6% darkness Changes damage: +4% arcane Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel helm 'Voidhash' (0 def, 4 armour) =4m=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Mag Changes resistances: +6% lightning / +8% temporal / +9% darkness Changes resistances penetration: +5% darkness Changes damage: +3% nature Reduces incoming crit damage: 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brenikor the Rimebraid (23/23, 105% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 106% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 23 On weapon hit: * 20% chance to reduce all saves and defense by 20 * 20% chance to knock the target back 3 spaces and deal 114 physical damage Damage (Ranged): +12 cold / +9 physical / +4 mind Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +4 mind / +12 cold Arrows are used with bows to pierce your foes to death. |
Getomnir the Scorchransom (24/24, 140% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +13.5% Capacity: 24 On weapon hit: * 20% chance to reduce all saves and defense by 20 On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 fire / +16 mind Damage (radius 1) on hit: +4 mind / +16 fire Damage (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
Hazesun the quiver of elm arrows (21/21, 112% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 112% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 20 Damage (Ranged): +19 cold Damage (radius 2) on crit: +12 cold Arrows are used with bows to pierce your foes to death. |
416 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Vorywyn the BleakstokerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +4 Armour: +2 Defense: +5 (+1 eff.) Changes stats: +2 Wil Changes resistances penetration: +5% darkness Light radius: +6 Infravision radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Zanayadur =5m=Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Critical mult.: +10.00% Spell save: +12 (+7 eff.) Maximum vim: +20.00 Spellpower: +25 (+16 eff.) Spell crit. chance: +4% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Dayravager'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +3% light Changes resistances penetration: +5% acid / +5% light Changes damage: +6% acid Maximum life: +46.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 241/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 15] powerful frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful water salve [power 15] powerful water salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (15% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Poxwire (24/24, 108% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 108% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Capacity: 24 Travel speed: +100% Damage (Ranged): +4 nature Damage (radius 1) on hit: +12 physical When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Ravenhunt the pouch of steel shots (18/18, 120% power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 121% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 7 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 150 physical damage Travel speed: +200% Damage (Ranged): +20 blight Damage (radius 2) on crit: +16 blight / +12 darkness Shots are used with slings to pummel your foes to death. |
Scattermind (20/20, 115% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Power: 115% Range: 1.2x Uses stats: 60% Cun, 60% Dex Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Zeryyahell the Scumhunter [power 425] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 8 nature Changes resistances penetration: +15% nature It can be used to blast the opponent's mind dealing 446 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 50% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Scumwreath' [power 79] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil / +2 Con Changes resistances: +12% nature It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Frostwilder' [power 15] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes damage: +6% cold Disarm immunity: +10% Teleport immunity: +10% Stamina each turn: +3.00 Maximum life: +40.00 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of healing [power 170] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Robin Hood(dead) the Skeleton Archer level 11
2nd Dusk 122nd year of Ascendancy at 16:51 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Robin Hood(dead) the Skeleton Archer level 20
73rd Dusk 122nd year of Ascendancy at 12:41 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Robin Hood(dead) the Skeleton Archer level 26
31st Haze 122nd year of Ascendancy at 06:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Robin Hood(dead) the Skeleton Archer level 10
1st Flare 122nd year of Ascendancy at 05:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Robin Hood(dead) the Skeleton Archer level 20
62nd Dusk 122nd year of Ascendancy at 04:44 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Robin Hood(dead) the Skeleton Archer level 26
36th Haze 122nd year of Ascendancy at 19:08 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Robin Hood(dead) the Skeleton Archer level 5
4th Mirth 122nd year of Ascendancy at 17:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Robin Hood(dead) the Skeleton Archer level 11
10th Dusk 122nd year of Ascendancy at 10:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Robin Hood(dead) the Skeleton Archer level 26
31st Haze 122nd year of Ascendancy at 06:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Robin Hood(dead) the Skeleton Archer level 16
46th Dusk 122nd year of Ascendancy at 22:53 see stats
Log
LIFE LOST WARNING!
Robin Hood(dead) speeds up.
Robin Hood(dead) uses a frost salve.
Robin Hood(dead) receives 101 healing from Cyraminne =2m=.
Robin Hood(dead) shoots!
Emeleriawe the dredge deflects the projectile from Robin Hood(dead) but fumbles!
Shadow casts Blindside.
Robin Hood(dead) repels an attack from Shadow.
Burb the snow giant champion's light area effect hits Robin Hood(dead) for 28 light damage.
Emeleriawe the dredge's fire area effect hits Robin Hood(dead) for 75 fire damage.
Emeleriawe the dredge's fire area effect hits Vaprakma the onilug for 136 fire damage.
Emeleriawe the dredge stops regenerating health quickly.
Vaprakma the onilug loses 6 health to the entropy.
Robin Hood(dead)'s Intuitive Shots hits Emeleriawe the dredge for (13 flat reduction), 0 blight, (15 flat reduction), 2 lightning (2 total damage).
Robin Hood(dead)'s Intuitive Shots hits Vaprakma the onilug for 13 blight, 16 lightning (29 total damage).
Robin Hood(dead)'s Intuitive Shots hits Snow giant for 16 blight, 20 lightning (36 total damage).
Robin Hood(dead)'s Intuitive Shots hits Shadow for 84 physical, 8 acid, 9 cold, 16 fire, 16 blight, 20 lightning (153 total damage).
Robin Hood(dead)'s Shoot hits Shadow for 16 blight, 20 lightning (36 total damage).
Robin Hood(dead)'s Shoot hits Snow giant for 16 blight, 20 lightning (36 total damage).
Robin Hood(dead)'s Shoot hits Emeleriawe the dredge for (15 flat reduction), 141 physical, (7 flat reduction), 0 acid, (7 flat reduction), 0 cold, (14 flat reduction), 0 fire, (13 flat reduction), 0 blight, (15 flat reduction), 2 lightning (142 total damage).
Wasting from Emeleriawe the dredge hits Robin Hood(dead) for 15 temporal damage.
Robin Hood(dead)'s Intuitive Shots killed Shadow!
Snow giant misses Robin Hood(dead).
Vaprakma the onilug uses Block.
Burb the snow giant champion casts Sun Flare.
Robin Hood(dead) loses sight!
Something hits Robin Hood(dead) for 97 light damage.
Robin Hood(dead) the level 26 skeleton archer was jerkied to death by Burb the snow giant champion on level 2 of Daikara.
Space restabilizes around you.




































































































